﻿Shader "MoreMountains/MMWorldspace"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _Scale ("Texture Scale", Float) = 1.0
    }

    SubShader
    {
        Tags
        {
            "RenderType"="Opaque"
        }
        LOD 200

        CGPROGRAM
        #pragma surface surf Lambert

        sampler2D _MainTex;
        fixed4 _Color;
        float _Scale;

        struct Input
        {
            float3 worldNormal;
            float3 worldPos;
        };

        void surf(Input IN, inout SurfaceOutput o)
        {
            float2 UV;
            fixed4 c;

            if (abs(IN.worldNormal.x) > 0.5)
            {
                UV = IN.worldPos.yz; // side
                c = tex2D(_MainTex, UV * _Scale); // use WALLSIDE texture
            }
            else if (abs(IN.worldNormal.z) > 0.5)
            {
                UV = IN.worldPos.xy; // front
                c = tex2D(_MainTex, UV * _Scale); // use WALL texture
            }
            else
            {
                UV = IN.worldPos.xz; // top
                c = tex2D(_MainTex, UV * _Scale); // use FLR texture
            }

            o.Albedo = c.rgb * _Color;
        }
        ENDCG
    }

    Fallback "VertexLit"
}